humlab: virtual worlds learning and research

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HUMlab Virtual Worlds: Learning and Research N00sphere Playground by Sachiko Hayashi (2007-2008)

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A summary of actions conducted in HUMlab related to virtual worlds.

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Page 1: HUMlab: Virtual Worlds Learning and Research

HUMlabVirtual Worlds:

Learning and Research

N00sphere Playground by Sachiko Hayashi (2007-2008)

Page 2: HUMlab: Virtual Worlds Learning and Research

• Consider three cognate terms: archive – architecture – archaeology. • The prefix arche (found in archive and architecture and archaeology) is

Greek for beginning, origin, foundation, source, first principle, central location and origin of power, authority, sovereignty. It represents a starting point or founding act in both an ontological sense ("this is whence it began") and a nomological sense ("this is whence it derives its authority"). Archives are all about narratives of origin, identity and belonging, and the politics of ownership, organization, access and use.

• Archive 1.0 — bureaucracy in the early state – temple and palace archives – inscription as an instrument of management.

• Archive 2.0 — mechanization and digitization of archival databases, with an aim of fast, easy and open access based upon efficient dendritic classification and retrieval, associated also with statistical analysis performed upon the data.

• Archive 3.0 — new prosthetic architectures for the production and sharing of archival resources – the animated archive.

• What is involved in bringing archives alive? What are signs of this shift? • Remix, rich engagement, co-creative regeneration.

From “Archive and Memory in Virtual Worlds” by Michael Shanks

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•Architecture

•Agency

•Actors

Places

In Virtual Spaces

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http://yoshikaze.blogspot.com/

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Walking, not running, and getting nowhere (exploration #1)

Garrett Lynch

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Visualization of Archeological Data in Virtual Environments

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Identity

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Pinocchio Goes to Church: The religious life of avatars

“The aim of the project is to analyze the motivation of avatars and their drivers (participants as well as entrepreneurs), assuming that both groups are seeking experiences of holiness, with an added motivation among entrepreneurs from positive evaluation by other avatars.” - Jørgen Straarup and Stefan Gelfgren

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Performance and Simulation

http://blog.humlab.umu.se/?p=3398

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Museum Studies

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Student’s work is presented in a group seminar

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Vernissage of Student Work

Mixed Reality

Real Time

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Machinima for LeaningMachinima is the creation of films using 3D graphics software such as virtual worlds and computer games. Machinima can embody rhetorical and critical practices as well as design, composition, writing and postproduction skills.

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Culture Analysis (2009-Present)A term-long course for media and culture students. The project involved three groups each making a machinima film using Second Life. Fieldwork was conducted in Second Life concerning the theory component of the course, and then a film was made with a narrative concerning the same topics. The results of the student’s work can be seen here: http://www.youtube.com/user/imoviehumlab

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The Language House

•Spanish•Finnish•North Sami

•Real time•Context driven•Over distance•Collaborative•Interactive

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Pharmacy Simulations

http://www.upc.umu.se/om-upc/projekt/kommunikationstraning-i-virtuella-apotek/

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Thank You

[email protected]